Hmmmmm, that sounds like something that might work. I won't be able to sit down at my pc until lunch time or so. But I'll give that a try then and let you know how it works!
I have one more question, if you don't mind. I have a few place workers I need to code, and I'm able to figure most of the c# stuff by reading the core assembly. But one thing I'm confused by is when you tell the game to generate, for example, an acceptance report that will give one of those messages in the top left (ie the terrain here cannot support this) typically it says something along the lines in the code of: generate AcceptanceReport (NeedsRoof) (that's not exact I just don't have the pc in front of me. So that (NeedsRoof) is what tells it what message to pop up, right? Where is the string that tells it what to say in the message? Like where would I define NeedsRoof to pop up and say, "This item needs a roof" or something?
-Edit-
Alright I took a moment and combed through the xml. Looks like it's not a simple <isSmoothed> or something. Essentially the rough sandstone has a tag that says <smoothedThing>SmoothedSanstone</smoothedThing>> Then the ThingDef SmoothedSandstone is defined below that. Going to attempt to find a way to make that work. Might end up having to be coded in C# though/
I have one more question, if you don't mind. I have a few place workers I need to code, and I'm able to figure most of the c# stuff by reading the core assembly. But one thing I'm confused by is when you tell the game to generate, for example, an acceptance report that will give one of those messages in the top left (ie the terrain here cannot support this) typically it says something along the lines in the code of: generate AcceptanceReport (NeedsRoof) (that's not exact I just don't have the pc in front of me. So that (NeedsRoof) is what tells it what message to pop up, right? Where is the string that tells it what to say in the message? Like where would I define NeedsRoof to pop up and say, "This item needs a roof" or something?
-Edit-
Alright I took a moment and combed through the xml. Looks like it's not a simple <isSmoothed> or something. Essentially the rough sandstone has a tag that says <smoothedThing>SmoothedSanstone</smoothedThing>> Then the ThingDef SmoothedSandstone is defined below that. Going to attempt to find a way to make that work. Might end up having to be coded in C# though/